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Shader "LeapMotion/GraphicRenderer/Surface/Dynamic" {
Properties {
_Color("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "Queue"="Geometry" "RenderType"="Opaque" }
LOD 200
Cull Back
ZWrite On
CGPROGRAM
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
#pragma target 3.0
#define GRAPHIC_RENDERER_VERTEX_NORMALS //surface shaders always need normals
#define GRAPHIC_RENDERER_VERTEX_UV_0 //surface shaders always need uv0
//#pragma shader_feature _ GRAPHIC_RENDERER_CYLINDRICAL GRAPHIC_RENDERER_SPHERICAL
//#pragma shader_feature _ GRAPHIC_RENDERER_VERTEX_UV_1
//#pragma shader_feature _ GRAPHIC_RENDERER_VERTEX_UV_2
//#pragma shader_feature _ GRAPHIC_RENDERER_VERTEX_COLORS
//#pragma shader_feature _ GRAPHIC_RENDERER_TINTING
//#pragma shader_feature _ GRAPHIC_RENDERER_BLEND_SHAPES
//#pragma shader_feature _ GRAPHIC_RENDERER_ENABLE_CUSTOM_CHANNELS
#include "../Resources/DynamicRenderer.cginc"
#include "UnityCG.cginc"
struct Input {
SURF_INPUT_GRAPHICAL
float2 uv_MainTex;
};
void vert(inout appdata_graphic_dynamic v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
BEGIN_V2F(v);
APPLY_DYNAMIC_GRAPHICS_STANDARD(v, o);
}
sampler2D _MainTex;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 color = tex2D(_MainTex, IN.uv_MainTex);
#ifdef GRAPHICS_HAVE_COLOR
color *= IN.color;
#endif
o.Albedo = color.rgb;
o.Alpha = color.a;
}
ENDCG
}
FallBack "Diffuse"
}